Port code for scene capture to file
This commit is contained in:
parent
778d5cda20
commit
928726bf35
|
@ -0,0 +1,169 @@
|
|||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#include "Carla.h"
|
||||
#include "SceneCaptureCamera.h"
|
||||
|
||||
#include "Components/DrawFrustumComponent.h"
|
||||
#include "Components/SceneCaptureComponent2D.h"
|
||||
#include "Components/StaticMeshComponent.h"
|
||||
#include "Engine/CollisionProfile.h"
|
||||
#include "Engine/TextureRenderTarget2D.h"
|
||||
#include "HighResScreenshot.h"
|
||||
#include "Paths.h"
|
||||
#include "StaticMeshResources.h"
|
||||
#include "TextureResource.h"
|
||||
|
||||
// -- Static methods -----------------------------------------------------------
|
||||
|
||||
static void SaveRenderTargetToDisk(UTextureRenderTarget2D* InRenderTarget, FString Filename)
|
||||
{
|
||||
FTextureRenderTargetResource* RTResource = InRenderTarget->GameThread_GetRenderTargetResource();
|
||||
|
||||
FReadSurfaceDataFlags ReadPixelFlags(RCM_UNorm);
|
||||
ReadPixelFlags.SetLinearToGamma(true);
|
||||
|
||||
TArray<FColor> OutBMP;
|
||||
RTResource->ReadPixels(OutBMP, ReadPixelFlags);
|
||||
for (FColor& color : OutBMP)
|
||||
{
|
||||
color.A = 255;
|
||||
}
|
||||
FIntPoint DestSize(InRenderTarget->GetSurfaceWidth(), InRenderTarget->GetSurfaceHeight());
|
||||
FString ResultPath;
|
||||
FHighResScreenshotConfig& HighResScreenshotConfig = GetHighResScreenshotConfig();
|
||||
HighResScreenshotConfig.SaveImage(Filename, OutBMP, DestSize, &ResultPath);
|
||||
}
|
||||
|
||||
// -- ASceneCaptureCamera ------------------------------------------------------
|
||||
|
||||
ASceneCaptureCamera::ASceneCaptureCamera(const FObjectInitializer& ObjectInitializer) :
|
||||
Super(ObjectInitializer),
|
||||
SaveToFolder(FPlatformProcess::UserDir()),
|
||||
FileName("capture_%05d.png"),
|
||||
CapturesPerSecond(15.0f),
|
||||
SizeX(200u),
|
||||
SizeY(200u)
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CamMesh0"));
|
||||
|
||||
MeshComp->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
|
||||
|
||||
MeshComp->bHiddenInGame = true;
|
||||
MeshComp->CastShadow = false;
|
||||
MeshComp->PostPhysicsComponentTick.bCanEverTick = false;
|
||||
RootComponent = MeshComp;
|
||||
|
||||
DrawFrustum = CreateDefaultSubobject<UDrawFrustumComponent>(TEXT("DrawFrust0"));
|
||||
DrawFrustum->bIsEditorOnly = true;
|
||||
DrawFrustum->SetupAttachment(GetMeshComp());
|
||||
|
||||
CaptureRenderTarget = CreateDefaultSubobject<UTextureRenderTarget2D>(TEXT("CaptureRenderTarget0"));
|
||||
|
||||
CaptureComponent2D = CreateDefaultSubobject<USceneCaptureComponent2D>(TEXT("SceneCaptureComponent2D"));
|
||||
CaptureComponent2D->SetupAttachment(GetMeshComp());
|
||||
}
|
||||
|
||||
ASceneCaptureCamera::~ASceneCaptureCamera() {}
|
||||
|
||||
void ASceneCaptureCamera::OnInterpToggle(bool bEnable)
|
||||
{
|
||||
CaptureComponent2D->SetVisibility(bEnable);
|
||||
}
|
||||
|
||||
void ASceneCaptureCamera::UpdateDrawFrustum()
|
||||
{
|
||||
if(DrawFrustum && CaptureComponent2D)
|
||||
{
|
||||
DrawFrustum->FrustumStartDist = GNearClippingPlane;
|
||||
|
||||
// 1000 is the default frustum distance, ideally this would be infinite but that might cause rendering issues
|
||||
DrawFrustum->FrustumEndDist = (CaptureComponent2D->MaxViewDistanceOverride > DrawFrustum->FrustumStartDist)
|
||||
? CaptureComponent2D->MaxViewDistanceOverride : 1000.0f;
|
||||
|
||||
DrawFrustum->FrustumAngle = CaptureComponent2D->FOVAngle;
|
||||
//DrawFrustum->FrustumAspectRatio = CaptureComponent2D->AspectRatio;
|
||||
}
|
||||
}
|
||||
|
||||
void ASceneCaptureCamera::PostActorCreated()
|
||||
{
|
||||
Super::PostActorCreated();
|
||||
|
||||
// no need load the editor mesh when there is no editor
|
||||
#if WITH_EDITOR
|
||||
if(GetMeshComp())
|
||||
{
|
||||
if (!IsRunningCommandlet())
|
||||
{
|
||||
if( !GetMeshComp()->GetStaticMesh())
|
||||
{
|
||||
UStaticMesh* CamMesh = LoadObject<UStaticMesh>(NULL, TEXT("/Engine/EditorMeshes/MatineeCam_SM.MatineeCam_SM"), NULL, LOAD_None, NULL);
|
||||
GetMeshComp()->SetStaticMesh(CamMesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Sync component with CameraActor frustum settings.
|
||||
UpdateDrawFrustum();
|
||||
}
|
||||
|
||||
void ASceneCaptureCamera::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
CaptureRenderTarget->InitCustomFormat(SizeX, SizeY, PF_B8G8R8A8, false);
|
||||
CaptureRenderTarget->UpdateResource();
|
||||
|
||||
CaptureComponent2D->Deactivate();
|
||||
CaptureComponent2D->TextureTarget = CaptureRenderTarget;
|
||||
CaptureComponent2D->UpdateContent();
|
||||
CaptureComponent2D->Activate();
|
||||
}
|
||||
|
||||
void ASceneCaptureCamera::Tick(float Delta)
|
||||
{
|
||||
Super::Tick(Delta);
|
||||
|
||||
const float CaptureUpdateTime = 1.0f / CapturesPerSecond;
|
||||
ElapsedTimeSinceLastCapture += Delta;
|
||||
|
||||
if (bCaptureScene && (ElapsedTimeSinceLastCapture >= CaptureUpdateTime))
|
||||
{
|
||||
if (CaptureComponent2D == nullptr)
|
||||
{
|
||||
UE_LOG(LogCarla, Error, TEXT("Missing capture component"));
|
||||
}
|
||||
|
||||
if (CaptureRenderTarget)
|
||||
{
|
||||
// Capture scene.
|
||||
FString FilePath = FPaths::Combine(SaveToFolder, FString::Printf(*FileName, CaptureFileNameCount));
|
||||
//UE_LOG(LogCarla, Log, TEXT("Delta %fs: Capture %s"), ElapsedTimeSinceLastCapture, *FilePath);
|
||||
SaveRenderTargetToDisk(CaptureRenderTarget, FilePath);
|
||||
++CaptureFileNameCount;
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogCarla, Error, TEXT("Missing render target"));
|
||||
}
|
||||
ElapsedTimeSinceLastCapture = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
UStaticMeshComponent* ASceneCaptureCamera::GetMeshComp() const
|
||||
{
|
||||
return MeshComp;
|
||||
}
|
||||
|
||||
USceneCaptureComponent2D* ASceneCaptureCamera::GetCaptureComponent2D() const
|
||||
{
|
||||
return CaptureComponent2D;
|
||||
}
|
||||
|
||||
UDrawFrustumComponent* ASceneCaptureCamera::GetDrawFrustum() const
|
||||
{
|
||||
return DrawFrustum;
|
||||
}
|
|
@ -0,0 +1,89 @@
|
|||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
/**
|
||||
* Own SceneCapture, re-implementing some of the methods since ASceneCapture
|
||||
* cannot be subclassed.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "StaticMeshResources.h"
|
||||
#include "SceneCaptureCamera.generated.h"
|
||||
|
||||
class UDrawFrustumComponent;
|
||||
class USceneCaptureComponent2D;
|
||||
class UStaticMeshComponent;
|
||||
|
||||
UCLASS(hidecategories=(Collision, Material, Attachment, Actor))
|
||||
class CARLA_API ASceneCaptureCamera : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
float ElapsedTimeSinceLastCapture = 0.0f;
|
||||
|
||||
size_t CaptureFileNameCount = 0u;
|
||||
|
||||
public:
|
||||
UPROPERTY(Category = SceneCapture, EditAnywhere)
|
||||
bool bCaptureScene = true;
|
||||
|
||||
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
|
||||
FString SaveToFolder;
|
||||
|
||||
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
|
||||
FString FileName;
|
||||
|
||||
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
|
||||
float CapturesPerSecond;
|
||||
|
||||
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
|
||||
uint32 SizeX;
|
||||
|
||||
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
|
||||
uint32 SizeY;
|
||||
|
||||
private:
|
||||
/** To display the 3d camera in the editor. */
|
||||
UPROPERTY()
|
||||
class UStaticMeshComponent* MeshComp;
|
||||
|
||||
/** To allow drawing the camera frustum in the editor. */
|
||||
UPROPERTY()
|
||||
class UDrawFrustumComponent* DrawFrustum;
|
||||
|
||||
/** Render target necessary for scene capture */
|
||||
UPROPERTY(Transient)
|
||||
class UTextureRenderTarget2D* CaptureRenderTarget;
|
||||
|
||||
/** Scene capture component. */
|
||||
UPROPERTY(Transient)
|
||||
class USceneCaptureComponent2D* CaptureComponent2D;
|
||||
|
||||
public:
|
||||
|
||||
ASceneCaptureCamera(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
~ASceneCaptureCamera();
|
||||
|
||||
virtual void PostActorCreated() override;
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
virtual void Tick(float Delta) override;
|
||||
|
||||
/** Used to synchronize the DrawFrustumComponent with the SceneCaptureComponent2D settings. */
|
||||
void UpdateDrawFrustum();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Rendering")
|
||||
void OnInterpToggle(bool bEnable);
|
||||
|
||||
/** Returns CaptureComponent2D subobject **/
|
||||
USceneCaptureComponent2D* GetCaptureComponent2D() const;
|
||||
|
||||
/** Returns DrawFrustum subobject **/
|
||||
UDrawFrustumComponent* GetDrawFrustum() const;
|
||||
|
||||
/** Returns MeshComp subobject **/
|
||||
UStaticMeshComponent* GetMeshComp() const;
|
||||
};
|
Loading…
Reference in New Issue